Solo Whist

Officially Solo Whist (English Solo)

Late-Victorian British 4-player trick-taking card game — each player bids for a solo or partnership contract from 5 options (Prop-and-Cop, Solo, Misère, Abundance, Abundance-in-Trumps); pub + club staple 1890s-1950s.

~30 min🌤indoor

What is Solo Whist?

Solo Whist (usually just 'Solo') is a British 4-player trick-taking card game developed from Whist in the 1890s, combining elements of bridge and Napoleon. Each of 4 players is dealt 13 cards from a standard deck. Bidding is complex — a hierarchy of 5-6 possible contracts: PROP-AND-COP (partnership with another player to take 8 of 13 tricks), SOLO (take 5 of 13 tricks alone), MISÈRE (take zero tricks alone), ABUNDANCE (take 9 of 13 tricks alone with player-chosen trump), ABUNDANCE-IN-TRUMPS (take 9 with dealer's trump), and OPEN MISÈRE (take zero tricks with hand exposed). Highest bidder plays contract; success wins from all opponents, failure loses. Solo Whist dominated British pub + working men's club culture 1890s-1950s and remains actively played across UK + Ireland + Commonwealth. Slightly more strategic than Napoleon due to 13-card hands (full deck use) + 5+ contract options.

Quick facts

Category

Card Games

Type

Individual

Players

4–4

Duration

~30 min

Where played

indoor

Country of origin

🇬🇧 United Kingdom

Estimated origin

Developed 1890s Britain from Whist; peak popularity 1900-1955; regional variants developed 1920s+

Olympic

No

Popularity

regional

How it works

Objective

Meet or exceed declared bid contract to win stakes from all opponents; fail = pay penalty.

Match structure

Series of hands. Each: deal 13 cards → bid → contract player declares trump (if applicable) + plays contract vs. all → resolve stakes.

Rules

Basic rules

  • Deal 13 cards to each player

    Full 52-card deck; 13 per player.

  • Bidding phase (ascending contracts)

    Bids in ascending order: Pass < Prop < Solo < Misère < Abundance < Abundance-in-Trumps < Open Misère (or Slam).

  • Winning bidder plays contract

    Highest bidder plays contract; other 3 players oppose unified except in Prop-and-Cop where bidder partners with 'Cop' player.

  • Follow suit if possible

    Standard trick-taking; highest trump/highest card of led suit wins.

  • 13 tricks played

    13 tricks per hand; count towards contract requirement.

  • Meet contract = win stakes

    Contract player wins stakes from 3 opponents (or opponent from partnership); failure = pay penalty × 3.

Advanced rules

  • Prop-and-Cop partnership

    Bidder proposes → any other player accepts as 'Cop' partner → they combine for 8-trick target; win stakes from other 2.

  • Misère

    Zero tricks with any hand; failure = 1 trick loss = -1 stakes × 3.

  • Abundance = 9 tricks + own trump

    9 of 13 tricks with player-chosen trump suit.

  • Abundance-in-Trumps

    9 tricks with hearts as trump (some rulesets).

  • Open Misère

    Zero tricks with hand exposed face-up; most extreme bid.

  • Slam / Grand Solo

    Take all 13 tricks; pays 10× stakes.

Scoring

Cash stakes (or chips) collected from/paid to opponents based on contract multiplier.

ActionPoints
Prop-and-Cop met (8 tricks)Partners collect 2 chips from each opponent
Solo met (5 tricks)Collect 3 chips from each opponent
Misère met (0 tricks)Collect 4 chips from each
Abundance met (9 tricks)Collect 6 chips from each
Open Misère met (0 tricks with hand shown)Collect 12 chips from each
Slam (13 tricks)Collect 25+ chips from each
Contract failedPay contract stake × 3 opponents

Win condition · Highest cumulative winnings after agreed number of hands.

Equipment

  • Standard 52-card deck

    Full deck; suits + ranks A-K used.

  • Score pad or chip pile

    Track cumulative winnings across hands.

Positions & roles

  • Player (any of 4 seats)

    ×4

    Everyone equal; bidder plays solo (or with 'Cop' partner) vs. others.

Officiating

Casual pub game; no formal officiating.

  • Self-refereed (pub + club)

Penalties & fouls

Penalties

  • Renege (failure to follow suit)

    Immediate hand loss + potential contract penalty.

  • Illegal bid

    Disqualified; next player.

Strategies

  • Contract choice by hand strength

    Weak hand + long suit → Prop; medium hand → Solo; strong long suit + high cards → Abundance; hand with all low cards → Misère.

  • Prop-and-Cop partnership signaling

    'Prop' shows moderate strength wanting partner; 'Cop' accepts if their hand complements; bid reveals partial info.

  • Trump selection for Abundance

    Choose your longest + highest-suit; 4+ cards including aces/kings is minimum.

  • Misère defense against opponent

    When opponent bids Misère, force them to take a trick — lead low cards + force them high.

  • Card counting

    With 13 cards each, track suits + rank distribution to predict opponent hands.

Terminology

Prop-and-Cop
Partnership contract (8 tricks); bidder 'proposes' + partner 'copes'.
Solo
5-trick solo bid.
Misère
Zero-trick bid (no trump).
Abundance
9-trick bid with player-chosen trump.
Open Misère
Zero-trick bid with hand exposed.
Slam
13-trick bid (take everything).
Trump
Suit that overrides non-trump cards in tricks.

Major competitions

  • Pub-league Solo Whist tournaments

    seasonal · UK · since 1920

  • British Legion Solo Championship

    annual · UK · since 1955

  • Various regional working men's club competitions

    annual · Northern England, Wales, Ireland · since 1900

Where it is played

Governing bodies

  • No governing body — folk pub game

    Founded 1890 · N/A

Famous names & records

Famous athletes

  • Folk pub game — no famous professional players
  • Featured prominently in Victorian + Edwardian British literature as social context

Records

  • Peak popularity

    Solo WhistDominant British pub card game 1900-1955 alongside Napoleon (1930)

  • Bridge ancestor

    Solo WhistTogether with Bridge Whist + Auction Whist, Solo Whist evolved into modern Contract Bridge in 1920s (1920)

Learn this sport

beginner

  1. 1

    Learn Whist first (partnership no-bid trick-taking)

    Foundation for Solo Whist; teaches trick-taking + trump structure.

  2. 2

    Play with British pub + club regulars

    Northern England, Wales, Ireland pubs still have active Solo Whist tables.

  3. 3

    Start with Prop-and-Cop bids only

    Partnership contracts are safest for beginners; master these before Solo/Abundance.

advanced

  1. 1

    Learn all 5-6 contract tiers

    Full contract vocabulary + hand valuation for each tier takes months of practice.

  2. 2

    Compete in pub + Legion tournaments

    British Legion Halls host winter Solo Whist tournaments across UK.

Frequently asked

How is Solo Whist different from Bridge?+

Solo Whist is bridge's direct ancestor — same 4-player, 13-card, trick-taking + trump structure, but with SIMPLER bidding (5-6 contracts vs. bridge's complex tier hierarchy) and mostly SOLO play (vs. bridge's fixed partnership). Bridge evolved from Solo Whist + Bridge Whist + Auction Whist in the 1920s-30s. Solo is faster + more casual; bridge is more strategically deep.

How is Solo Whist different from Napoleon?+

Both are British bidding trick-taking games. Napoleon uses 5-card hands with 3-6 players + simple bidding (3, 4, 5 tricks). Solo Whist uses 13-card hands with 4 players + complex contract bidding (5+ options including Prop-and-Cop partnership, Solo, Misère, Abundance, Open Misère, Slam). Solo is more strategic; Napoleon is faster.

Is Solo Whist still played today?+

Yes — remains active in British + Irish pubs + working men's clubs, especially in Northern England, Yorkshire, Ireland, Wales, and among older generations. Displaced from its 1930s peak by bridge + modern card games. Australia + New Zealand + Canada also have surviving Solo scenes.

Sources & provenance

Last verified 2026-08-29.verified